Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Disasters
Viser 11-20 af 37 forekomster
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Opdatering: 17. feb. 2023 kl. 16:49

  • Fixed bretonian crusades never triggering due to an script error.

Opdatering: 16. feb. 2023 kl. 10:00

  • Fixed default values not working for certain sliders in the MCT.
  • Fixed rare script break when declaring war.
  • Implemented new mid-late game disaster: Bretonian Crusades.
  • Tweaked how max turn logic works so setting a max turn increases probabilities of disasters happening in a turn range, instead of just triggering the disaster if it reaches max turn without triggering.

Opdatering: 16. feb. 2023 kl. 3:59

BREAKING UPDATE. If you made custom disasters, you'll have to update them to work on this update.

  • Internal cleanup and update of all disasters to remove legacy code and old, no longer needed, workarounds.
  • Fixed lag spike on the turn the declare_war_to_all function is triggered.
  • Fixed weird shroud glitches caused by reveal_regions not actually triggering reliably.
  • Fixed SFO causing "free army for AI" effect to not apply.
  • Rewritten MCT module to support both, MCT Legacy and MCT 0.9.
  • Changed "Revive Dead Factions" to be false by default.
  • Updated internal documentation.
  • Rebalanced buffs for all disasters.
  • Implemented disaster validation, to ensure disasters loaded at least will not break the mod if they error out due to missing data/functions.
  • Implemented internal logic to mark disasters incompatible with others, so they don't trigger at the same time.
  • Implemented "Short Victory is Min Turn" feature for relevant disasters.
  • Implemented "Long Victory is Min Turn" feature for relevant disasters.
  • Implemented new disasters:
    • Empire of Faith, Steel and Gunpowder
      • Generic Endgame for the Empire. Similar to other endgames.
    • For The Motherland
      • Generic Endgame for Kislev. Similar to other endgames.
    • The Dragon Emperor's Wrath:
      • Generic Endgame for Cathay. Similar to other endgames, but it also includes an invasion of Lustria.
    • The Greatest Crusade:
      • Generic Endgame for Bretonnia. Similar to other endgames.

  • Disaster-specific changes:
    • Chaos Invasion: Renamed disaster to "The End Times".
    • Chaos Invasion: Increased probability of armies spawning with hellcannons.
    • Chaos Invasion: Fixed an instance of a rift not actually spawning in its province, causing weird spawned armies to appear.
    • Chaos Invasion: Increased probability of armies spawning from rifts.
    • Chaos Invasion: Fixed certain disaster effects vanishing before they should.
    • Chaos Invasion: Fixed logic so new armies do not spawn on top of the player.
    • Chi'an Chi Assault: Spawned armies are now scripted to attack the relevant gates.
    • Chi'an Chi Assault: Removed buffs for invader armies.
    • Chi'an Chi Assault: Added movement range debuff for invader armies.
    • Enactment of the Great Plan: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • A Grudge Too Far: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • Raiding Parties: Changed army buffs to limit to 10 turns the "free army" status the raiding armies receive.
    • Raiding Parties: Changed coast selection logic to give more priority to player-owned coasts.
    • Raiding Parties: Changed coast selection logic to give less priority to coasts with abandoned settlements.
    • Raiding Parties: Fixed a few old recurring bugs regarding war declarations and vassals.
    • Pyramid of Nagash: tweaked army respawn logic to be inline with the same logic on other disasters.
    • Skaven Incursions: Fixed a few bugs resulting in missing armies on disaster end.
    • Skaven Incursions: Fixed a few bugs related with underempire expansion.
    • Skaven Incursions: Marked as Incompatible with The Vermintide, so it doesn't trigger while Vermintide's own incursions are triggered.
    • Skaven Incursions: Reduced amount of low quality armies spawned by rat king.
    • The Biggest Waaagh!: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • The Vermintide: Full rework of the disaster, going from a 5-stage disaster on fixed turns to a 1-stage disaster which triggers special spawns depending on underempire expansions.
    • The Vermintide: Fixed rat king armies not actually working as intended.
    • The Vermintide: Reduced a bit the expansion speed of the underempire when re-expanding to a settlement that the underempire expanded into before.
    • The Vermintide: Disabled giving abandoned settlements to skaven on underempire expansions if a player plays as certain factions that don't have much of staying power (should help make it less of a wackamole).
    • The Vermintide: Reduced amount of low quality armies spawned by rat king.
    • The Vermintide: Added missing "Revive Dead Faction" setting.
    • Vampire's Rise: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • Vampire's Rise: a global vampiric corruption effect is now applied when the disaster's invasion triggers.
    • Wild Hunt: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).

Opdatering: 4. feb. 2023 kl. 11:11

  • Fixed "Vortex Undone" mission retriggering each turn.

Opdatering: 16. jan. 2023 kl. 11:54

Massive update:

  • Revamped MCT menu.
  • Implemented new "Last Stand" disaster, where factions that are forced to their last settlement may receive armies from their allies, mercenaries passing by, the underempire... and there's a rare chance that those armies are not there to help them.
  • Implemented "Revive dead factions" settings for disaster where it is relevant.
  • Implemented "Enable diplomacy" setting (beware of this, it can lead to weird situations/bugs if factions confederate).
  • Tweaked vampire counts and wood elf disaster armies to offer a bit more of a challenge.
  • Reworked spawn logic to not spawn on top of a player cities. Instead, armies that should spawn in player territory spawn in another disaster faction's capital, if possible.
  • Reworked endgame disaster's war declarations: now they declare war on EVERYONE not part of the disaster.
  • Added army templates for ALL RACES for early, mid and late game.
  • Added integration patches for the following mods:
  • Dead's Cathay Unit Pack
  • Dead's Kislev Units
  • Dwarf Thunderbarge
  • Expanded Roster - Beastmen
  • Skaven Doom Walker
  • Fixed script break in "Enactment of the Great Plan" disaster.
  • Fixed script break on battles that end in draw.
  • Fixed diplomacy enabled with disaster factions bug if you enabled it on campaign start.
  • Fixed a few misc bugs caused by using endgames functions instead of the ones from this mod.

Opdatering: 9. jan. 2023 kl. 19:38

Added integration with Expanded Roster - Norsca

Opdatering: 7. jan. 2023 kl. 18:06

Fixed revive factions setting not actually working.

Opdatering: 19. dec. 2022 kl. 6:33

  • Fixed random number calculations used for triggering disasters not being actually random.

Opdatering: 27. nov. 2022 kl. 22:38

  • Fixed script break on skaven incursions.

Opdatering: 22. nov. 2022 kl. 9:25

  • Removed Great Bastion tunneling bugfix, as it has been fixed by CA in 2.3
  • Ported relevant changes from vanilla 2.3 endgames.